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Quirks For Arm Weapons?


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#1 Lanisu

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Posted 29 November 2018 - 06:02 AM

Its always bothered me that the best place to stick weapons for many chassis is the torsos if possible. Mechs like the mauler or warhammer just beg to have huge **** off weapons in the arms but I always see them running around with little stubby lasers on the tips of those massive looking arm cannons and just using them as back up weapons or even no weapon at all. Flavor wise it just doesnt feel right.
Maybe we can get some quirks that say gives you better velocity/range/heat for weapons like a ppc or ac when its on the arms of certain mechs?

Edited by Lanisu, 29 November 2018 - 06:03 AM.


#2 Dee Eight

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Posted 29 November 2018 - 06:05 AM

Too hard for PGI to code. Clan omnimechs used to always get quirks in the individual pods but PGI has largely abandoned doing that.

#3 Lanisu

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Posted 29 November 2018 - 06:08 AM

View PostDee Eight, on 29 November 2018 - 06:05 AM, said:

Too hard for PGI to code. Clan omnimechs used to always get quirks in the individual pods but PGI has largely abandoned doing that.


dont the quirks on the pods apply to the whole mech and not just that component though? my example would be more like if you put the ppcs on the arms of the warhammer, it would get velocity and heat bonus but a ppc in the torso would not.

Edited by Lanisu, 29 November 2018 - 06:09 AM.


#4 Nema Nabojiv

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Posted 29 November 2018 - 06:24 AM

this is a good and logical idea, but there are many good ideas and noone to code them in

#5 The pessimistic optimist

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Posted 29 November 2018 - 06:32 AM

View PostNema Nabojiv, on 29 November 2018 - 06:24 AM, said:

this is a good and logical idea, but there are many good ideas and noone to code them in

I keep my arm locked I like convergence but sure as hell have my fingers close to left shift key to unlock those arms when I need too. I love to see something like this.

Edited by SirSmokes, 29 November 2018 - 06:32 AM.


#6 Bud Crue

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Posted 29 November 2018 - 06:35 AM

Proposed by the community at least as far back as 2015, and as best as I can recall PGI has never even acknowledged it as a possibility let alone something they would consider. Also, given Chris’s attitutude towards quirks and especially offensive quirks, even if this were within the realm of PGI’s coding acumen, I don’t believe he would permit such a thing into the game with anything other than the most minuscule of values thus making the presence of such quirks largely irrelevant (Gonna rebuild your warhammers to run PPCs in the arms for a 5% range, velocity or cooldown bonus? How about 10%? Not likely to get anything more than that).

#7 Dee Eight

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Posted 29 November 2018 - 06:36 AM

View PostLanisu, on 29 November 2018 - 06:08 AM, said:


dont the quirks on the pods apply to the whole mech and not just that component though? my example would be more like if you put the ppcs on the arms of the warhammer, it would get velocity and heat bonus but a ppc in the torso would not.


They do, and that's part of the problem. The game engine doesn't have the capability to allow for an ammo switch... how's it supposed to allow for component location specific quirks ?! They cannot even code the mech lab to display the effects of sensors on the mech. Targetting computer bonuses don't apply in the mech lab for example and neither does artemis.

Edited by Dee Eight, 29 November 2018 - 06:41 AM.


#8 Teenage Mutant Ninja Urbie

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Posted 29 November 2018 - 06:43 AM

I'd like that very much.

we all are running those warhammers, marauders and hellbringers the way we are - and it is wrong (speaking from a lore/battletech-view).
I'd really like to see MWO being closer to the original franchise, and giving people a reason to do that in the first place, while everything is highly customisable, is the way to go.

crazy stuff like '-30% heat, +30% velocity on ppcs IF MOUNTED IN THE ARM' sound crazy, and possibly are, but aside from big boni there is next to no reason to run a big weapon in a low slung arm.

#9 Kaeb Odellas

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Posted 29 November 2018 - 06:58 AM

View PostDee Eight, on 29 November 2018 - 06:05 AM, said:

Too hard for PGI to code. Clan omnimechs used to always get quirks in the individual pods but PGI has largely abandoned doing that.


I'm pretty sure this has never been the case. Weapon quirks have always applied to the entire mech.

#10 LordNothing

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Posted 29 November 2018 - 09:15 AM

the quirk is lower arm actuators. but unless im fighting squirrels, shooting uavs, or its an arms only mech, i leave those locked anyway. so i prefer torso mounts. i also prefer heavier weapons so that's probably something to do with it, lots of times you just cant put those in arms.

on mechs without la actuators, even then the upper arm actuators are useful as they extend your torso pitch so you can have better engagements on slopes, and the ability to shoot high/low targets.

Edited by LordNothing, 29 November 2018 - 09:19 AM.


#11 Lanisu

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Posted 29 November 2018 - 09:33 AM

View PostLordNothing, on 29 November 2018 - 09:15 AM, said:

the quirk is lower arm actuators. but unless im fighting squirrels, shooting uavs, or its an arms only mech, i leave those locked anyway. so i prefer torso mounts. i also prefer heavier weapons so that's probably something to do with it, lots of times you just cant put those in arms.

on mechs without la actuators, even then the upper arm actuators are useful as they extend your torso pitch so you can have better engagements on slopes, and the ability to shoot high/low targets.


I am aware or the arm actuators but i dont feel like its enough to offset the disadvantages putting heavy weapons like ppcs and gauss or a high caliber ac in the arms where its more fragile and you cant use them as shields as easily.
For me, it really more about aesthetics. For many mechs, weapons in low slung arms are just worst than high torso mounts. This results in stuff that just looks uncool. Every mauler i see looks like a double amputee running around with useless stumps for arms. At least mechs like the battlemaster, banshee or atlas have hands, even if they are functionally just as useless.
I think there are alot of players who like certain mechs just because of how cool they think it looks but in this game, having cool arm cannons on your mech puts you at a disadvantage.
Even mechs that normally mount lighter weapons in the arms like ebon jags, hellbringers and timber wolves, i see regularly running around with stump arms. so uncool.

Edited by Lanisu, 29 November 2018 - 09:40 AM.


#12 LordNothing

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Posted 29 November 2018 - 09:58 AM

View PostLanisu, on 29 November 2018 - 09:33 AM, said:


I am aware or the arm actuators but i dont feel like its enough to offset the disadvantages putting heavy weapons like ppcs and gauss or a high caliber ac in the arms where its more fragile and you cant use them as shields as easily.
For me, it really more about aesthetics. For many mechs, weapons in low slung arms are just worst than high torso mounts. This results in stuff that just looks uncool. Every mauler i see looks like a double amputee running around with useless stumps for arms. At least mechs like the battlemaster, banshee or atlas have hands, even if they are functionally just as useless.
I think there are alot of players who like certain mechs just because of how cool they think it looks but in this game, having cool arm cannons on your mech puts you at a disadvantage.
Even mechs that normally mount lighter weapons in the arms like ebon jags, hellbringers and timber wolves, i see regularly running around with stump arms. so uncool.


i like to use arms for backup weapons, or short range weapons, with the big primary weapons in the torso. a lot of the mechs which support big weapons in the arms (centurion, dragon) usually have extra armor quirks in those sections to beef them up. i dont like those mechs because everyone knows to shoot the arm and take most of their firepower away. good builds dont put all their eggs in one basket.

#13 Lanisu

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Posted 29 November 2018 - 10:36 AM

View PostLordNothing, on 29 November 2018 - 09:58 AM, said:


i like to use arms for backup weapons, or short range weapons, with the big primary weapons in the torso. a lot of the mechs which support big weapons in the arms (centurion, dragon) usually have extra armor quirks in those sections to beef them up. i dont like those mechs because everyone knows to shoot the arm and take most of their firepower away. good builds dont put all their eggs in one basket.


With the centurion, i think alot people would put the ac20 in the torso instead of the arm of they could. But I'm not arguing about that. I just want there to be more of an incentive to put big weapons in the arms over the torso if there was a choice. The warhammer is one of my favorite looking mechs with its two arm cannons but right now, in game, you never see them. they are always stumps because the higher mounted hard points in the torsos is just so that much better than arms, so the arms are like vestigial limbs.

#14 process

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Posted 29 November 2018 - 11:32 AM

Ditto for components that get bigger with certain weapons. LRMs on a Timber Wolf don't work so great to begin with, and then there's the extra liability of getting your torsos blown off more easily. It would have been nice to have conditional armor/structure quirks if PGI isn't going to make the responsible weapons more than sub-par.

#15 Snowbluff

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Posted 29 November 2018 - 01:28 PM

View PostTeenage Mutant Ninja Urbie, on 29 November 2018 - 06:43 AM, said:

crazy stuff like '-30% heat, +30% velocity on ppcs IF MOUNTED IN THE ARM' sound crazy, and possibly are, but aside from big boni there is next to no reason to run a big weapon in a low slung arm.

This is basically the TBR-D. But do you know what those arms do to your shots? They throw them wiiiiiiiide.

#16 50 50

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Posted 29 November 2018 - 02:25 PM

The general quirks even if placed in a location like the arms have a global effect and there might be some issue with putting in a value that only relates to items in that hit location. It's like a check that needs to be done between item placement and quirk placement to see if there is a bonus.
An alternative might be to put the quirk on the hardpoint itself but not sure that would be any easier to code and implement.
Nice idea though.

There was a post a while back about having hardpoints of different sizes so there was very specific locations for the different weapons based on the the critical slots. That would achieve something similar without the fear of quirk power creep.

#17 Nema Nabojiv

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Posted 29 November 2018 - 03:08 PM

View Post50 50, on 29 November 2018 - 02:25 PM, said:

There was a post a while back about having hardpoints of different sizes so there was very specific locations for the different weapons based on the the critical slots. That would achieve something similar without the fear of quirk power creep.

Yeah, who would have thought that 20 years old Mechwarrior 4 system is great for multiplayer robot shooter. Crazy right?
:)

#18 ShaneoftheDead

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Posted 29 November 2018 - 05:17 PM

Another reason to possibly buff ballistics in arm slots is the poor convergence to the reticle. Sometimes it shoots wide of where you aim as if all of a sudden the TC decides that you are not aiming at that Mech, but at some point on the horizon and shoots way wide. Never see it with energy and can't tell with missile, but it definitely happens too much with ballistics in arms.

#19 Sable Dove

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Posted 29 November 2018 - 05:41 PM

Remove weapon convergence on torso-/head-mounted weapons. Only arms converge.





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